Lighting Artist, Environment Artist, texture artist, level design, problem solving, creative thought and design,

Resume

 

Unity3d CrytekMaya3D Studio MaxSoftimagePhotoshopMudboxZbrushPainterIllustratorAfter EffectsCorel PainterPainterWorld MachineVideo FusionDirectorPremierMicrosoft Project Manager

Jack Snowden

Portfolio: http://www.jacksnowden.com

Austin, TX, Phone: (425) 890-0214   E-mail: nighoks@gmail.com

Abilities/Experience

  • Scheduling artist for assets and tasks deliverables using agile scrum techniques with 100% delivery of all milestones meeting tight deadlines,
  • Budget and salaries reviews for greater team performance and retention,
  • Responsible for hire, fire and reviews of all team members.
  • Review of game design documentation with concept art, helping smooth production for hitting milestones,
  • Background in art management for games, including art creation.
  • Communication of information (teaching) to fellow team members or students for reviews, mentoring and art critique
  • Create open creative direction generating better team dynamics,
  • Internship coordinator with various studios

 

TITLES to Market


1080 Avalanche (Game Cube),

Wave Race – Blue Storm (Game Cube),

Bionic Commando (Game Boy),

Pokemon Attack (N64),

Pokemon Puzzle League (German, French N64)

Machinex (Wii) canceled;

Time Trip; Pyramids;

MightyMathNumberHeroes,

AstroAlgebra, and ThinkingThings:

SkyIslandMysteries

World Tour Tennis (PC);

Soccer (PC);

Stunts (PC);

Skitchin(Genesis);

‘NBA (PC)


SOFTWARE SKILLS          
Project Manager, Substance Designer, Unity3d, Crytek, UDK, Maya, 3D Studio Max, Photoshop, Mudbox, Zbrush, Painter, Illustrator, Flash, After Effects, Corel Painter, Premier, Video Fusion, Director, Microsoft Project Manager, World Machine, DDO, NDO, Crazybump, Xnormal, 3D_Coat, MeshLab, Sketchup

EXPERIENCE

Laughing Mountain Productions (freelance)                 Free Lance Artist                2013 – Present

Indie Game Development – level design and asset development for various companies, Developing Architecture and Contract Builder’s rendering of impending projects,  Concept art

 

WarGaming America,                         Senior Environment Artist,               Sept 2013 – Oct.2013,  Austin, Texas            

Develop smooth and efficient production pipeline. Working to accumulate best practice knowledge for team production efficiency. Develop cross-studio communication for best practice and streamlined pipeline.

Art Institute of Seattle, Academic Director-  Game Art & Design, Media Arts & Anim. Programs,   June 2008 – Sept2012

  • Revamped department, curriculum, and quality of student work to entry level industry standards – achieving  85%  student placement of graduates
  • Higher level of communication between faculty and faculty to student, (less gaps in educational material)
  • Managing 19 faculty and 413 students in both programs
  • Faculty scheduling, budget and salaries reviews
  • Designed and rewrote curriculum competencies for building student knowledge base improving student retention and graduation numbers
  • Community awareness, development for helping place students in the workforce
  • Student advising and  quality review of all artwork (portfolio)
  • Department speaker

 

Art Institute of Seattle,       Professor in Game Art & Design, Media Arts & Animation

Teaching: Unity3d, Maya game modeling, Photoshop, Mudbox, Zbrush, level design, digital paint, 3d modeling, materials and lighting, 3d game development, texture/UV mapping, lighting and psychology of visual game play.

 

Nintendo Software Technology Inc.,               Lead 3D Artist     June 1999 – Sept 2008, Redmond ,WA

*Lead 3D Artist                                                                                   
Course design; play/course layout, modeling, lighting, texturing

  •  Developed process for advanced art development of backgrounds for DS
  • Lead background artist for the DS and Wii
  • 3D Environments maintained with continual quality control and creativity
  • Served as one of the Level Designers for 1080 Avalanche and  project Machinex (project cancelled)

Riverdeep, (formerly Edmark),         Lead Artist   April 1995 – Sept 1998 , Redmond, WA
*Lead Artist

  • Lead Artist managing up to 15 production artists
  • Schedule of all deliverables
  • Asset management
  • Background and 3D artist, also producing introduction, interface, and main screen designs for educational software titles
  • Assisted management with art budgets and milestone creation for projects and project pitches

 

ADDITIONAL FULL-TIME EMPLOYMENT
Washington State University, Pullman, WA      S
ept 1980 –  June 1991

  • Scientific graphic designer/illustrator/photographer (1980 -1986)
  • Martial Artist & Self Defense Instructor (1982-1989) Physical Education Department

                                                                               

CONTRACT/FREELANCE EMPLOYMENT
Contract Tradeshow Booth Builder and Designer   
April 1989 – Nov 1995
ClientsDisplay Maker Productions Inc, Clark Productions Incorporated; Union Bay, Brice Butler and Associates; Seattle Pacific Industries

  • Designed, built and installed dramatic trade-show booths.
  • Constructed fine custom cabinetry and signage for store fixtures at point of purchase.

 

EDUCATION

  • Washington State University
    M.F.A, Major Area of Study:  Painting, Graphic Design,
  • Fort Wright College, Spokane, WA
    B.F.A., Major Area of Study:  Painting/Graphics Design, Minor Education
  • Cornish School of Allied Arts, Seattle, WA
    Interior Design

REFERENCES


Edward Barkley

Senior Effects Artist,  Junction Point Studios, Austin, TX

cell: (512) 963-1088  lastyak@gmail.com

Andy Hieke

CEO of Nimbus Games

cell: (925)-2861137   andy@nimbusgames.com

 

 

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